357 lines
10 KiB
C
357 lines
10 KiB
C
/* NetHack 3.7 exper.c $NHDT-Date: 1596498167 2020/08/03 23:42:47 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.43 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Robert Patrick Rankin, 2007. */
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/* NetHack may be freely redistributed. See license for details. */
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#include "hack.h"
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#ifndef LONG_MAX
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#include <limits.h>
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#endif
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static int FDECL(enermod, (int));
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long
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newuexp(lev)
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int lev;
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{
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if (lev < 1) /* for newuexp(u.ulevel - 1) when u.ulevel is 1 */
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return 0L;
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if (lev < 10)
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return (10L * (1L << lev));
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if (lev < 20)
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return (10000L * (1L << (lev - 10)));
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return (10000000L * ((long) (lev - 19)));
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}
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static int
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enermod(en)
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int en;
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{
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switch (Role_switch) {
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case PM_PRIEST:
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case PM_WIZARD:
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return (2 * en);
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case PM_HEALER:
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case PM_KNIGHT:
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return ((3 * en) / 2);
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case PM_BARBARIAN:
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case PM_VALKYRIE:
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return ((3 * en) / 4);
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default:
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return en;
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}
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}
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/* calculate spell power/energy points for new level */
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int
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newpw()
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{
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int en = 0, enrnd, enfix;
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if (u.ulevel == 0) {
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en = g.urole.enadv.infix + g.urace.enadv.infix;
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if (g.urole.enadv.inrnd > 0)
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en += rnd(g.urole.enadv.inrnd);
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if (g.urace.enadv.inrnd > 0)
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en += rnd(g.urace.enadv.inrnd);
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} else {
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enrnd = (int) ACURR(A_WIS) / 2;
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if (u.ulevel < g.urole.xlev) {
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enrnd += g.urole.enadv.lornd + g.urace.enadv.lornd;
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enfix = g.urole.enadv.lofix + g.urace.enadv.lofix;
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} else {
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enrnd += g.urole.enadv.hirnd + g.urace.enadv.hirnd;
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enfix = g.urole.enadv.hifix + g.urace.enadv.hifix;
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}
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en = enermod(rn1(enrnd, enfix));
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}
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if (en <= 0)
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en = 1;
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if (u.ulevel < MAXULEV)
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u.ueninc[u.ulevel] = (xchar) en;
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return en;
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}
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/* return # of exp points for mtmp after nk killed */
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int
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experience(mtmp, nk)
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register struct monst *mtmp;
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register int nk;
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{
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register struct permonst *ptr = mtmp->data;
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int i, tmp, tmp2;
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tmp = 1 + mtmp->m_lev * mtmp->m_lev;
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/* For higher ac values, give extra experience */
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if ((i = find_mac(mtmp)) < 3)
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tmp += (7 - i) * ((i < 0) ? 2 : 1);
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/* For very fast monsters, give extra experience */
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if (ptr->mmove > NORMAL_SPEED)
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tmp += (ptr->mmove > (3 * NORMAL_SPEED / 2)) ? 5 : 3;
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/* For each "special" attack type give extra experience */
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for (i = 0; i < NATTK; i++) {
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tmp2 = ptr->mattk[i].aatyp;
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if (tmp2 > AT_BUTT) {
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if (tmp2 == AT_WEAP)
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tmp += 5;
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else if (tmp2 == AT_MAGC)
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tmp += 10;
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else
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tmp += 3;
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}
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}
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/* For each "special" damage type give extra experience */
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for (i = 0; i < NATTK; i++) {
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tmp2 = ptr->mattk[i].adtyp;
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if (tmp2 > AD_PHYS && tmp2 < AD_BLND)
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tmp += 2 * mtmp->m_lev;
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else if ((tmp2 == AD_DRLI) || (tmp2 == AD_STON) || (tmp2 == AD_SLIM))
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tmp += 50;
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else if (tmp2 != AD_PHYS)
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tmp += mtmp->m_lev;
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/* extra heavy damage bonus */
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if ((int) (ptr->mattk[i].damd * ptr->mattk[i].damn) > 23)
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tmp += mtmp->m_lev;
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if (tmp2 == AD_WRAP && ptr->mlet == S_EEL && !Amphibious)
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tmp += 1000;
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}
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/* For certain "extra nasty" monsters, give even more */
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if (extra_nasty(ptr))
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tmp += (7 * mtmp->m_lev);
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/* For higher level monsters, an additional bonus is given */
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if (mtmp->m_lev > 8)
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tmp += 50;
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#ifdef MAIL_STRUCTURES
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/* Mail daemons put up no fight. */
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if (mtmp->data == &mons[PM_MAIL_DAEMON])
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tmp = 1;
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#endif
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if (mtmp->mrevived || mtmp->mcloned) {
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/*
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* Reduce experience awarded for repeated killings of
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* "the same monster". Kill count includes all of this
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* monster's type which have been killed--including the
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* current monster--regardless of how they were created.
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* 1.. 20 full experience
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* 21.. 40 xp / 2
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* 41.. 80 xp / 4
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* 81..120 xp / 8
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* 121..180 xp / 16
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* 181..240 xp / 32
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* 241..255+ xp / 64
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*/
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for (i = 0, tmp2 = 20; nk > tmp2 && tmp > 1; ++i) {
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tmp = (tmp + 1) / 2;
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nk -= tmp2;
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if (i & 1)
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tmp2 += 20;
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}
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}
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return (tmp);
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}
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void
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more_experienced(exper, rexp)
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register int exper, rexp;
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{
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long oldexp = u.uexp,
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oldrexp = u.urexp,
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newexp = oldexp + exper,
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rexpincr = 4 * exper + rexp,
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newrexp = oldrexp + rexpincr;
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/* cap experience and score on wraparound */
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if (newexp < 0 && exper > 0)
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newexp = LONG_MAX;
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if (newrexp < 0 && rexpincr > 0)
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newrexp = LONG_MAX;
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if (newexp != oldexp) {
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u.uexp = newexp;
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if (flags.showexp)
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g.context.botl = TRUE;
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/* even when experience points aren't being shown, experience level
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might be highlighted with a percentage highlight rule and that
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percentage depends upon experience points */
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if (!g.context.botl && exp_percent_changing())
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g.context.botl = TRUE;
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}
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/* newrexp will always differ from oldrexp unless they're LONG_MAX */
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if (newrexp != oldrexp) {
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u.urexp = newrexp;
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#ifdef SCORE_ON_BOTL
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if (flags.showscore)
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g.context.botl = TRUE;
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#endif
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}
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if (u.urexp >= (Role_if(PM_WIZARD) ? 1000 : 2000))
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flags.beginner = 0;
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}
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/* e.g., hit by drain life attack */
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void
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losexp(drainer)
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const char *drainer; /* cause of death, if drain should be fatal */
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{
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register int num;
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/* override life-drain resistance when handling an explicit
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wizard mode request to reduce level; never fatal though */
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if (drainer && !strcmp(drainer, "#levelchange"))
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drainer = 0;
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else if (resists_drli(&g.youmonst))
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return;
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if (u.ulevel > 1) {
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pline("%s level %d.", Goodbye(), u.ulevel--);
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/* remove intrinsic abilities */
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adjabil(u.ulevel + 1, u.ulevel);
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} else {
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if (drainer) {
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g.killer.format = KILLED_BY;
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if (g.killer.name != drainer)
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Strcpy(g.killer.name, drainer);
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done(DIED);
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}
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/* no drainer or lifesaved */
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u.uexp = 0;
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}
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num = (int) u.uhpinc[u.ulevel];
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u.uhpmax -= num;
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if (u.uhpmax < 1)
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u.uhpmax = 1;
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u.uhp -= num;
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if (u.uhp < 1)
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u.uhp = 1;
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else if (u.uhp > u.uhpmax)
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u.uhp = u.uhpmax;
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num = (int) u.ueninc[u.ulevel];
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u.uenmax -= num;
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if (u.uenmax < 0)
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u.uenmax = 0;
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u.uen -= num;
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if (u.uen < 0)
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u.uen = 0;
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else if (u.uen > u.uenmax)
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u.uen = u.uenmax;
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if (u.uexp > 0)
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u.uexp = newuexp(u.ulevel) - 1;
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if (Upolyd) {
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num = monhp_per_lvl(&g.youmonst);
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u.mhmax -= num;
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u.mh -= num;
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if (u.mh <= 0)
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rehumanize();
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}
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g.context.botl = TRUE;
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}
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/*
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* Make experience gaining similar to AD&D(tm), whereby you can at most go
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* up by one level at a time, extra expr possibly helping you along.
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* After all, how much real experience does one get shooting a wand of death
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* at a dragon created with a wand of polymorph??
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*/
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void
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newexplevel()
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{
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if (u.ulevel < MAXULEV && u.uexp >= newuexp(u.ulevel))
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pluslvl(TRUE);
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}
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void
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pluslvl(incr)
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boolean incr; /* true iff via incremental experience growth */
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{ /* (false for potion of gain level) */
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int hpinc, eninc;
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if (!incr)
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You_feel("more experienced.");
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/* increase hit points (when polymorphed, do monster form first
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in order to retain normal human/whatever increase for later) */
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if (Upolyd) {
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hpinc = monhp_per_lvl(&g.youmonst);
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u.mhmax += hpinc;
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u.mh += hpinc;
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}
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hpinc = newhp();
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u.uhpmax += hpinc;
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u.uhp += hpinc;
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/* increase spell power/energy points */
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eninc = newpw();
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u.uenmax += eninc;
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u.uen += eninc;
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/* increase level (unless already maxxed) */
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if (u.ulevel < MAXULEV) {
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int newrank, oldrank = xlev_to_rank(u.ulevel);
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/* increase experience points to reflect new level */
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if (incr) {
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long tmp = newuexp(u.ulevel + 1);
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if (u.uexp >= tmp)
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u.uexp = tmp - 1;
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} else {
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u.uexp = newuexp(u.ulevel);
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}
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++u.ulevel;
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pline("Welcome %sto experience level %d.",
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(u.ulevelmax < u.ulevel) ? "" : "back ",
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u.ulevel);
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if (u.ulevelmax < u.ulevel)
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u.ulevelmax = u.ulevel;
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adjabil(u.ulevel - 1, u.ulevel); /* give new intrinsics */
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newrank = xlev_to_rank(u.ulevel);
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if (newrank > oldrank)
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record_achievement(achieve_rank(newrank));
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}
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g.context.botl = TRUE;
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}
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/* compute a random amount of experience points suitable for the hero's
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experience level: base number of points needed to reach the current
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level plus a random portion of what it takes to get to the next level */
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long
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rndexp(gaining)
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boolean gaining; /* gaining XP via potion vs setting XP for polyself */
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{
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long minexp, maxexp, diff, factor, result;
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minexp = (u.ulevel == 1) ? 0L : newuexp(u.ulevel - 1);
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maxexp = newuexp(u.ulevel);
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diff = maxexp - minexp, factor = 1L;
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/* make sure that `diff' is an argument which rn2() can handle */
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while (diff >= (long) LARGEST_INT)
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diff /= 2L, factor *= 2L;
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result = minexp + factor * (long) rn2((int) diff);
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/* 3.4.1: if already at level 30, add to current experience
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points rather than to threshold needed to reach the current
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level; otherwise blessed potions of gain level can result
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in lowering the experience points instead of raising them */
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if (u.ulevel == MAXULEV && gaining) {
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result += (u.uexp - minexp);
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/* avoid wrapping (over 400 blessed potions needed for that...) */
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if (result < u.uexp)
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result = u.uexp;
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}
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return result;
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}
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/*exper.c*/
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